// Copyright 2020 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package restorable import ( "fmt" "golang.org/x/sync/errgroup" "github.com/hajimehoshi/ebiten/v2/internal/builtinshader" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicscommand" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) type Shader struct { shader *graphicscommand.Shader ir *shaderir.Program } func NewShader(ir *shaderir.Program) *Shader { s := &Shader{ shader: graphicscommand.NewShader(ir), ir: ir, } theImages.addShader(s) return s } func (s *Shader) Dispose() { theImages.removeShader(s) s.shader.Dispose() s.shader = nil s.ir = nil } func (s *Shader) restore() { s.shader = graphicscommand.NewShader(s.ir) } func (s *Shader) Unit() shaderir.Unit { return s.ir.Unit } var ( NearestFilterShader *Shader LinearFilterShader *Shader clearShader *Shader ) func init() { var wg errgroup.Group var nearestIR, linearIR, clearIR *shaderir.Program wg.Go(func() error { ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false))) if err != nil { return fmt.Errorf("restorable: compiling the nearest shader failed: %w", err) } nearestIR = ir return nil }) wg.Go(func() error { ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterLinear, builtinshader.AddressUnsafe, false))) if err != nil { return fmt.Errorf("restorable: compiling the linear shader failed: %w", err) } linearIR = ir return nil }) wg.Go(func() error { ir, err := graphics.CompileShader([]byte(`//kage:unit pixels package main func Fragment(position vec4, texCoord vec2, color vec4) vec4 { return vec4(0) }`)) if err != nil { return fmt.Errorf("restorable: compiling the clear shader failed: %w", err) } clearIR = ir return nil }) if err := wg.Wait(); err != nil { panic(err) } NearestFilterShader = NewShader(nearestIR) LinearFilterShader = NewShader(linearIR) clearShader = NewShader(clearIR) }